Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Including the instructions panel in AR


Our How To Change A Tire app seems completely done. But in user testing, we found that users didn't like having to toggle back and forth between AR Mode and non-AR 2D mode to see the text instructions. We have decided to show the 2D instruction panel in world space also while in AR. Let's name it AR Canvas and scale and position it in the scene as follows:

  1. In Hierarchy root, Create | UI | Canvas and name it AR Canvas.
  2. Set its Render Mode to World Space.
  3. Set Width and Height to 100, 100.
  4. Rotation: 90, 0, 0, so it's flat on a top-down view, like in AR.
  5. Scale from pixel layout space to world space; we like 0.004, 0.004, 0.004 (or try other values, such as 0.001).
  6. Position it a bit out of the way, at Pos X, Pos Y, Pos Z: 0.0, 0.0, 0.1.
  7. Dynamic Pixels Per Unit: 2 to make the text a little crisper.

Now, we want to show basically the same content panel that we already built in the Main Canvas. The easiest thing to do is duplicate it and move the copy into the AR Canvas...